From 4748c19bdbcdcaf6050e1f04a5f7394a88e0bf3e Mon Sep 17 00:00:00 2001 From: Dan Lake Date: Thu, 6 Oct 2011 22:47:33 -0700 Subject: Refactored "known child region" in ScenePresence. There were 4 different ways to access the list/dictionary of child regions and locking was inconsistent. There are now public properties which enforce locks. Callers are no longer required to create new copies of lists. --- .../Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs') diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 083ee33..f4d2fda 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -351,7 +351,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // the avatar.Close below will clear the child region list. We need this below for (possibly) // closing the child agents, so save it here (we need a copy as it is Clear()-ed). - //List childRegions = new List(avatar.GetKnownRegionList()); + //List childRegions = avatar.KnownRegionHandles; // Compared to ScenePresence.CrossToNewRegion(), there's no obvious code to handle a teleport // failure at this point (unlike a border crossing failure). So perhaps this can never fail // once we reach here... -- cgit v1.1